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ResourceHelper: Add MIP importing #306
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This is going to be used to decrypt LBP PSP MIP files, which are encrypted using a simple XOR key.
Regarding 9a91cb7, probably the API's responsibility. It should be as easy as possible to write a client. |
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How are we ripping the XOR key from the game? We should definitely document that step on the wiki.
Additionally, what's the plan for production? Are we planning to just run a re-import of assets? I'm not sure the importer is ready for that - IIRC it only looks at files not present in the database.
I'll have to write a guide for that, i dont have one on-hand.
From my testing, a |
Marking as draft, since complete rewrite of decryption is needing to be done, see this conversation |
Switches from an XOR blob to directly decrypting the data as we stream it in.
Going to mark as ready for review, since the Refresh side code is now done. We still need to write the tool for extracting the key (should probably go into docs repo so its on the docs wiki?), but i think that should be done separately. For now, if you want to extract the key, manually follow the instructions here using a LBP PSP US 2.0.5 copy of the game's EBOOT |
This adds full importing of LBP PSP MIP files.
The LBP PSP asset decryption key must be placed in the
keys
folder next to the executable (create it if missing), with the namepsp
. If the key is missing, Refresh isnt even able to detect whether or not a file is a MIP file.This also brings in a new dependency for LZO decompression, since MIP files are sometimes compressed.
@jvyden 9a91cb7 this commit im unsure about, should it be the client's or the API's responsibility to append the
psp/
for PSP assets?